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2nd Edition, version 2023 – They shall rise and dominate while you sleep!
The 9th Age: Fantasy Battles is a community-made miniatures wargame. All rules in this book are
considered part of the Core Rules of T9A and should be available for use in any game. All rules and
feedback can be found and given at: the-ninth-age.com.
Copyright Creative Commons license: the-ninth-age.com/license.html. Edited with LATEX.
How to Use this Document 2 – Spell Name
Use the spell name to state which spell you intend to
This document describes the different Paths of Magic cast.
and Special Items available for The 9th Age: Fantasy
Battles and as such is to be used in conjunction with
the main Rulebook. For convenience, we repeated the 3 – Casting Value
main rules related to spells and Special Items from the The Casting Value is the minimum value you need to
Rulebook in the corresponding sections below, along reach to succeed a Casting Attempt. Spells may have dif-
with the information needed to read the Paths. ferent Casting Values available (see “Boosted Spells”).
1 Water Jet
Damage The target suffers D6 hits with Strength 4, Armour Pene-
4+ 36″ Hex Instant tration 0, and Magical Attacks.
Missile
Missile
Spell Types
The spell may only target units and/or models within
The spell type describes which targets can be chosen the Caster’s Line of Sight. It cannot be cast if the Caster
for the spell. Unless specifically stated otherwise, a (or its unit) is Engaged in Combat.
spell may only have a single target and the target must
Universal
The spell may target both friendly and enemy units (or
models inside units if Focused).
Spell Duration
The spell duration specifies how long the effects of the
spell are applied. A spell duration can either be Instant,
One Turn, or Permanent as described below. Spell du-
ration is not affected by the Caster being removed as a
casualty or leaving the Battlefield, unless specifically
stated otherwise.
Instant
The effect of the spell has no lasting duration: effects
are applied when the spell is cast. Afterwards the spell
ends automatically.
One Turn
The effect of the spell lasts until the start of the Caster’s
next Magic Phase. If an affected unit is divided into
several units (the most common example being a Char-
acter leaving its unit), each of the units formed this
way keeps being affected by the spell effects. Charac-
ters that join a unit affected by One Turn spells are not
affected by these spells, and likewise, units joined by
Characters affected by One Turn spells are not affected
either.
Permanent
The effect of the spell lasts until the end of the game or
until a designated ending condition (as detailed in the
spell effect) is met. The spell can only be removed by
the method described in the spell. If an affected unit is
divided into several units, follow the same restrictions
as for One Turn spells.
4 Silver Spike
The target suffers 1 hit with Strength 4 [6], Armour Pene-
Damage
<6+> <18″> tration 10, Magical Attacks, [Multiple Wounds (D3)], and
Hex Instant
{8+} {36″} Area Attack (1×5).
Missile
6 Molten Copper The target suffers D3+4 hits with Strength X, Armour Pene-
Damage tration 4, Flaming Attacks, and Magical Attacks, where X is
7+ 24″ Hex Instant equal to the Armour of the model that the hit is distributed
Missile onto.
Duality: All Cosmology spells are divided into two versions, representing opposing aspects: Cosmos and Chaos.
When casting Cosmology spells, always declare which version of the spell you are using. Whenever the Caster
successfully casts a non-Bound Cosmology spell, the next Cosmology spell it attempts to cast has its Casting Value
reduced by 1, provided this spell is a Cosmology spell of the opposing aspect.
One Turn The target suffers -2” Advance Rate, to a minimum of 3”, and -2 Agility, to a
Hex
minimum of 1.
1 Know Thine Enemy The target gains +2 Offensive Skill, +2 Defensive Skill, and
<7+> <18″>
Augment One Turn +2 Agility.
{12+} {6″ Aura}
2 Fate’s Judgement The target suffers <D3> {D6} hits that wound automati-
Damage cally with Armour Penetration 0 and Magical Attacks, with
<5+>
18″ Hex Instant no Special Saves allowed (note that Armour Saves are al-
{9+}
Missile lowed).
3 Scrying
<7+> <18″> The target gains Distracting and Hard Target (1).
Augment One Turn
{12+} {6″ Aura}
4 The Stars Align The target gains Divine Attacks. In addition, it must reroll
<8+> <18″> failed to-hit rolls with Close Combat <and Shooting> At-
Augment One Turn
{12+} {6″ Aura} tacks.
5 Unerring Strike
The target suffers 2D6 {with Maximised Roll} hits that
Damage
<9+> wound on 4+ with Armour Penetration 1, Divine Attacks,
18″ Hex Instant
{12+} and Magical Attacks.
Missile
6 Mirror of the Veil The target gains Magic Resistance (3) that is also applied
<7+> <18″> to friendly spells.
Universal One Turn
{10+} {6″ Aura}
2 Entwining Roots The target suffers <−1> {−2} Offensive Skill, <−1> {−2}
<5+>
18″ Hex One Turn Defensive Skill, and <−1> {−2} to hit with Shooting Attacks.
{8+}
3 Healing Waters The target gains Fortitude (6+) and Fortitude (+1, max 3+).
8+ 18″ Augment One Turn
4 Master of Earth The target suffers 2D6 hits with Strength 4, Armour Pene-
<7+> <6″> Damage
Instant tration 1, and Magical Attacks.
{8+} {18″} Hex
5 Stone Skin Natural to-wound rolls of ‘1’, ‘2’, ‘3’, and ‘4’ with Melee
9+ 18″ Augment One Turn Attacks against the target are always considered failed.
1 Ancestral Aid
The target must reroll failed to-hit rolls with its Close Com-
<6+> <12″>
Augment One Turn bat Attacks.
{7+} {18″}
3 Hasten the Hour Choose <1> {up to 3 different} models in the target unit
Damage (which may be Characters or Champions). Each of them
<7+> <24″>
Direct Instant suffers 1 hit that wounds automatically with Armour Pen-
{10+} {18″}
Hex etration 10 and Magical Attacks.
4 Spectral Blades The target must reroll failed to-wound rolls with its Melee
<6+> Attacks {and gains Lethal Strike}.
18″ Augment One Turn
{9+}
6 Danse Macabre
The target may perform a <12″> {6″} Magical Move and
<6+> <18″>
Augment Instant gains Ghost Step during this move.
{9+} {9″ Aura}
6 The Grave Calls The target suffers 2D6 hits with Strength 5, Armour Pene-
Damage tration 2, and Magical Attacks. <<If the target is within 12”
11+ 18″ Direct Instant of the Caster, the hits gain +1 Strength and +1 Armour
Hex Penetration.>>
A Blaze
Damage The target suffers 1 hit with Strength 5, Armour Penetra-
24″ Hex Instant tion 2, Flaming Attacks, and Magical Attacks.
Missile
1 Fireball
rep
The target suffers D6 hits with Strength 4, Armour Pene-
Damage
tration 0, Flaming Attacks, and Magical Attacks
4+ 36″ Hex Instant
Missile
2 Cloak of Cinders
Melee {and Ranged} Attacks against the target suffer −1
<7+>
18″ Augment One Turn to wound.
{9+}
3 Flaming Swords The target gains Flaming Attacks and Magical Attacks. In
<8+> <18″> addition, the target’s Melee and Shooting Attacks gain a +1
Augment One Turn
{11+} {6″ Aura} to-wound modifier.
4 Pyroclastic Flow
Damage The target suffers <2D6> {3D6} hits with Strength 4, Ar-
<7+> <24″>
Hex Instant mour Penetration 0, Flaming Attacks, and Magical Attacks.
{10+} {12″}
Missile
5 Scorching Salvo The target suffers D3+1 hits with Strength 4, Armour Pen-
Damage
8+ 24″ Aura Instant etration 0, Flaming Attacks, and Magical Attacks.
Hex
6 Enveloping Embers
The target suffers 1 hit with Area Attack (6×6), Strength
Damage
3, Armour Penetration 0, Flaming Attacks, and Magical
9+ 24″ Direct Instant
Attacks.
Hex
A Scarification Natural to-wound rolls of ‘1’, ‘2’, ‘3’, and ‘4’ with Melee
Caster One Turn Attacks against the target are always considered failed.
1 Awaken the Beast The target gains <+1 Strength and +1 Armour Penetration>
<6+> {+1 Resilience}.
18″ Augment One Turn
{7+}
All units within <6″> {12″} of the target when the spell
4 Chilling Howl is cast suffer a −1 to-wound modifier on their <Shooting>
<6+>
36″ Hex One Turn {Ranged} Attacks {including effects of spells cast while
{10+}
affected by Chilling Howl}.
6 Break the Spirit The target suffers a −1 to-hit modifier and treats all Terrain
<9+> <18″>
Hex One Turn (including Open Terrain) as Dangerous Terrain (2).
{11+} {36″}
Height Large
Totemic Beast Type Beast
single model Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 5 0
Offensive Att Off Str AP Agi
Totemic Beast 4 3 5 2 3
1 Hand of Heaven The target suffers <D6> {D6+1} hits with Strength <D6>
Damage {D6+1}, Armour Penetration <2> {3}, and Magical Attacks.
<5+>
24″ Hex Instant Roll once for the number of hits and once for the Strength
{8+}
Missile and apply the rolled Strength value to all hits.
6 Trial of Faith The Caster rolls D3+1 and the target rolls D3.
Damage
If the Caster’s roll is higher, the target suffers a number of
Direct
<7+> <24″> hits equal to the difference between their respective rolls.
Hex Instant
{10+} {18″} These hits wound automatically with Armour Penetration
{Focused
10 and Magical Attacks.
Missile}
2 Deceptive Glamour The target suffers <−1> {−2} Offensive Skill, <−1> {−2}
<5+>
24″ Hex One Turn Defensive Skill, and <−1> {−2} Agility.
{8+}
3 Twisted Effigy The target cannot use Shooting Attacks {and suffers a −2
<6+>
36″ Hex One Turn modifier to its casting rolls}.
{8+}
6 Bewitching Glare
Melee {and Shooting} Attacks against the target must
<8+>
18″ Hex One Turn reroll failed to-wound rolls.
{12+}
• If a model has more than one weapon, it must A model may only have a single Dominant Special Item.
be noted on the Army List which weapon has
been enchanted (remember that all models are Who is Affected
equipped with a Hand Weapon).
Special Items may affect different targets:
• Each Weapon Enchantment applies to a specific
• The wielder, wearer, or bearer: these terms mean
weapon (e.g. a Great Weapon) or a category of
the same thing for rules purposes and refer to
weapons (e.g. Close Combat Weapons). Note that
the model part the Special Item was bought for
Shooting Weapons that count as a Close Combat
(and don’t affect its mount).
Weapon in close combat (such as a Brace of Pis-
tols from the Empire of Sonnstahl Army Book) • Models, the wearer’s model, or the bearer’s
cannot normally be Enchanted with a Close Com- model: these terms refer to all model parts of
bat Weapon enchantment. the models, including their mounts (note that
these terms override the Massive Bulk rules).
• A model armed with an enchanted Close Combat
Weapon (including a Hand Weapon) must use it • Units, the wearer’s unit, or the bearer’s unit:
when performing Close Combat Attacks if able to this type of Special Item affects all model parts
do so. in the target unit or in the same unit as the
wearer/bearer of the Special Item (including
• A model armed with an enchanted Shooting
mounts and the wearer/bearer itself).
Weapon must use it when performing a Shooting
Attack if able to do so.